Error creating thumbnail: File missing Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Black: Difference between revisions
(→RPG-7) |
|||
Line 80: | Line 80: | ||
== RPG-7 == | == RPG-7 == | ||
The [[RPG-7]] is ''Black's'' only rocket launcher | The [[RPG-7]] is ''Black's'' only rocket launcher. It fires a relatively slow-moving rocket with a thick smoke trail. In third person, the rocket is so exaggerately large and pointed that the launcher could probably be used as a lance. The RPG-7 can only be picked up from pre-determined locations; enemies with RPGs will collapse and blow themselves up with their final shot, apparently destroying the launcher in the process. | ||
The weapon's iron sight is shifted to the side of the tube rather than being mounted on top of it, though the empty bracket for mounting the top sight is still present. This is replicated in several other first-person shooters, and appears to be a perspective issue; offsetting the tube to the right emphasises that the weapon is above the player's right shoulder rather than stuck through their torso as it might appear if the weapon were bought to the middle of the screen. | |||
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7, 40mm.]] | [[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7, 40mm.]] | ||
[[Image:Black-RPG-2.jpg|thumb|none|500px|Kellar sights up an antique cannon (or possibly a statue of one). The RPG-7 is one of the few weapons to actually use its sight when zoomed, showing the front and rear sights are identical.]] | [[Image:Black-RPG-2.jpg|thumb|none|500px|Kellar sights up an antique cannon (or possibly a statue of one). The RPG-7 is one of the few weapons to actually use its sight when zoomed, showing the front and rear sights are identical.]] |
Revision as of 17:44, 6 April 2011
Black is a 2006 first person shooter for PS2 and XBox by Criterion Games, better known as the creators of the Burnout racing series. The story is told in flashback by a former CIA black operative named Jack Kellar, recounting to an interrogator his recent actions against a shadowy terrorist group named Seventh Wave.
The following weapons appear in the video game Black:
Overview
Black is gun porn. The developers took an extremely methodical approach to this; the guns have been "Hollywoodized" during the transition to the game, and look and act as much like real guns as the average porn actress looks or acts like a real woman.
- Almost all guns have abnormally high magazine capacities. This is because Black is a game about the act of firing a gun, and you can't do that when you're reloading it.
- Some guns are shown with misplaced parts like charging handles, foward assists, fire selectors, magazine locations, and RIS rails. This is deliberate: the creators of the game commented that real guns aren't designed to look interesting to their user.
- All guns deal extremely exaggerated movie-style damage to scenery, breaking and shattering concrete and metal objects extremely easily, and frequently causing anything remotely flammable to explode in a gigantic fireball.
- Most guns are said to deal the same damage. Guns are generally distinguished more by rate of fire and accuracy.
- The game's weapon reloading system is similar to Battlefield: Bad Company, where the reload animation includes unnecessary flourishes, like slapping the magazine above the mag well before inserting the magazine into the MP5, or taking the time to check for bullets inside the magazine before loading it into the M16. These animations are sometimes skipped if the player character is in the thick of combat and doesn't have time for
foreplayadditional actions. - Gun sounds are designed from a sound rather than a realism perspective; the game is designed to alter the volume and pitch of gunshots so they sound distinct from each other. In addition, some use stock movie sound effects rather than realistic ones.
- Most rifles and sub-machine guns eject shells to the left, despite otherwise being right-handed models. This is most likely an aesthetic choice; it being visually pleasing to watch shell casings fly past when emptying an AK-47. The developers of S.T.A.L.K.E.R.: Shadow of Chernobyl commented regarding this after criticism of the same thing in their game, saying that ejecting brass across the screen looks more "dynamic."
DC3 Elite Pistol
The game's only real Frankengun, the development team have stated the DC3 Elite is a cross between the Beretta 92FS and the IMI Desert Eagle. It's the starting weapon in a few levels, including the first where it can be replaced with an assault rifle and shotgun within thirty seconds of the level loading.
Glock 19
The Glock 19 is featured in some levels as a starting sidearm, with an optional suppressor. Strangely, in a game full of overkill-inducing ammunition capacities, the 15-round Glock carries only 12 rounds. When Kellar picks it up or switches to it, he'll do a brass check. Unlike most shooter games of Black's time, the chamber will actually appear empty if the weapon needs reloading or if the player is carrying no pistol ammunition.
Colt Anaconda
This is the only one shot kill pistol in the game.
FN P90
The FN P90 is featured, with a doubled magazine. Of course, like many games, as a submachine gun it shares ammunition with the game's other submachine guns.
MAC-10
A heavily customised Ingram MAC-10 appears in the game, with rails on top; on these is mounted what is probably supposed to be a C-More sight but is actually a H&K-style front sight mounted on a riser. The weapon has a silencer that differs from the normal silencer model used on all the other guns. Also unlike the rest of the guns, the silencer is equipped by default when you pick it up or have it in your starting loadout. Its magazines are the model for submachine gun ammunition, which means that all subguns in the game are chambered for ".380 SMG", if the gun's markings mean anything.
Uzi
The Uzi is a full-size model, and is used later in the game by Seventh Wave, as well as being found as an "armament" objective in the first level. It is given a charging handle on the left side. The original charging handle is still present on the top of the gun, but it is not used for anything, and indeed would be useless given the addition of an RIS rail surrounding the charging handle. It also features a fire selector with a burst mode, and a ridiculously gigantic 90-round magazine. The sound effect is, according to the developers, the sound of "Arnold Schwarzenegger firing his Uzi in True Lies." This presumably means it was sampled from the sound of the MAC-10s firing on the basis that every subgun Arnie fires is an Uzi.
MP5A5
Surprisingly effective but, just to piss you off, they give it to you in the game's most difficult mission where the assault rifle you just had in the level just previous would be highly welcome. The weapon's firing sound effect is sampled from Bruce Willis firing his converted HK94 during the movie Die Hard.
AK-47
The AK47 is the primary weapon used by Seventh Wave soldiers throughout the game, and comes with a doubled capacity of 60 rounds. Stock footage shown between levels also shows militia groups, presumably re-cast as Seventh Wave terrorists, holding AK-pattern weapons, though the shots are blurry enough to make identification of the specific type impossible. In game, shells eject from the left and the charging handle is on the same side. Along with this the bolt stays open when the last shot is fired but when Kellar slides in the magazine it closes. Then to add in a bit of reality (of a real AK-47) he slides back the charging handle to load the next round. This is useless due to the fact that the first round would have been loaded when the bolt closed after the magazine was loaded. The top of the receiver cover features some kind of mounting rail, and the rear sight is wider and shorter than it should be. The lever for detaching the gas tube and top of the handguard seems to be completely missing, replaced with tiny, useless rail mounts.
HK G36C
The Heckler & Koch G36C is the standard-issue weapon used by all friendly NPCs, though it is only available to the player in later missions. The charging handle for the G36 is actually mounted on the top of the frame, underneath the carrying handle. The version in Black simply depicts it as an AK-style charger. A strange graphical glitch exists with this gun; when set to single shot, the animation will not spawn brass.
"M16"
Although the reload animation clearly shows a 20-round Colt magazine, the weapon carries an astounding 95 rounds. It is also modeled with two forward assists. It's called the M16 in-game until the M203 is attached to it, when it suddenly becomes referred to as the M16A2.
Walther WA2000
The Walther WA 2000 is the game's only sniper rifle, and is portrayed extremely inaccurately; the weapon is shown as a conventional rather than bullpup layout, with the 5-round magazine inserted randomly into the rear part of the front grip, and the weapon is a straight-pull bolt-action with a lefty bolt rather than a semi-automatic. The ejection port, fitted with an M16-style dust cover, is slightly to the rear of the new magazine location, with the original ejection port now part of a large hole right through the stock; the result resembles the stock of the Accuracy International AS50. The bipod is also missing. The crosshair is a precise replica of the Soviet PSO-1 scope reticle, though with all the numbers missing, and the scope is tinted green; it features x2 and x5 zoom settings.
Kellar holds the WA2000 across his body when he isn't firing it; at least, this is probably the idea. Due to the inherent false perspective of a first-person shooter, he either has eyes just below his collarbone or is holding the rifle at arm's length and level with his nose. The idle animation has him spin the elevation turret of the scope as per FPS tradition; slightly more curiously, he then does the same with the reticle illumination control, despite the reticle never actually being illuminated.
RPG-7
The RPG-7 is Black's only rocket launcher. It fires a relatively slow-moving rocket with a thick smoke trail. In third person, the rocket is so exaggerately large and pointed that the launcher could probably be used as a lance. The RPG-7 can only be picked up from pre-determined locations; enemies with RPGs will collapse and blow themselves up with their final shot, apparently destroying the launcher in the process.
The weapon's iron sight is shifted to the side of the tube rather than being mounted on top of it, though the empty bracket for mounting the top sight is still present. This is replicated in several other first-person shooters, and appears to be a perspective issue; offsetting the tube to the right emphasises that the weapon is above the player's right shoulder rather than stuck through their torso as it might appear if the weapon were bought to the middle of the screen.
M249 SAW
Often referred to as the "BFG". Most powerful weapon in the game that's not an explosive.
Remington 870
Pump-Action shotgun. Can carry 8 rounds and seems to be better than the SPAS 12. Works better in close range.
SPAS-12
The Franchi SPAS-12 is the more common of the game's two shotguns, predictably shown as pump-action only and rather less predictably with the magazine size decreased to just six rounds. Kellar operates the pump whenever the weapon is switched to; this doesn't eject anything, or cost ammunition. The SPAS is the principle means of opening doors in the game; rather than shooting the hinges or lock, this is simply done by blasting the middle of the door with buckshot, which will rip the entire door out of its frame. This presumably means that in Black's world a deer buck is roughly the size of a tyrannosaurus and made of cement.
M203 Grenade Launcher
Appears in the game as a stand alone weapon with its own pistol grip, or attached to the M16 after finishing the game.
Hand grenades
Black's hand grenades seem to have a severe identity crisis; the grenade box pickup shows them as Mk 2 hand grenades, the HUD icon shows them as M67 hand grenades, and the actual model of a thrown grenade appears to be an M26 hand grenade. They appear to have an impact-primed fuze rather than a normal time delay, since they always explode just after impact no matter how far they have been thrown.